work in progressStrengths:- Okizeme
- Reach
- Pressure
- A cornerloop is fine too.
- Best Crouching-state Ever
Weaknesses:- No "safe" riseup or get away from me-move
- Punishable normals on whiff
- Has problem when not in the momentum
BnBs:2A 2B(2hit) 2C 5B, jB jC jA, jB jC jA -> airdash -> Throw
- works on most characters, but you dont really got a god okizeme after an airthrow this high up.
2A 2B(2hit) 5B 5C 2C ( 236A 236C )
- for good okizeme, use this combo. Add ( ) if you want extra dmg and if you want to have an easier time timing the plant-oki afterwards.
AntiAir EX-Shield->hit or 5B counterhit (2Awhiffcancel) dash-combo:
dash -> 5A 5B , jA(jA) jC jB, jA jC jB jA, airdash, throw
Okizeme:Kohaku has a great okizeme due to the fact that she has her plants. When you finally land that 'good knockdown'-combo you will your chance to own your opponent up.
Kohaku's okizeme is basically about 22B or 22C, meaning the "helicopterplant" or the "punchingplant". Basically 22B gives you one mixup oppurtunity while 22C gives you multiple.
Let's say that you've landed: 2A 2B(2hit) 5B 5C 2C 236A 236C, and you throw out 22B. What you do now is:
- IAD jC (whiffs cause it doesn't come out in time for the hit to actually hit), 2A -> combo
- IAD jC (hit) -> combo
- dash -> throw -> okizeme (this being the standard countermeasure if your opponent backdashes)
- IAD jC (whiff and crossup), 2A
- With corrrect spacing you can also just jump up and do jC reall quick for a decently fast overhead.
If the 22B's timing is a little off your opponent can backdash or jump to safety, if this happens try to dash and throw him
BONUS: The wack crossup: 22D-Tag crossup. It's really fun when you land it, but then you have to at least know a combo with Hisui.
Blockstrings:This is where Hisui comes into play. Say your opponent actually blocks your okizeme. You can do things like
2A 2B 5B (OMG HE IS BLOCKING? THIS COMBO WONT HIT) -> 214B -> and
Hisui comes dashing towars your opponent with the chair of doom. If Hisui is on the perfect distance you can dash/IAD in and do one more string. But this is really just to get your opponent from you more than actually getting more mixup-chances.
Battou-loop Combos:([ B ] = BE = CHARGED)
The Battou-loop goes a little something like this:
(random in corner) ->
2C 5C (all hits), 236[ B ] ->
2A/5A* 5C. 236[ B ] -> 1. or 2. or 3.
1. 2A 236C for good knockdown/okizeme
2. 2A 5C 5B, jA jC jB, jA jC jB jA, airdash, throw
3. 2A/5A 5C 236[ B ]
If you have started a battou-loop and you feel that you are to far away to hit the 2A/5A you can:
. . . 236[ B ], 22C, jB, jB jC.
This is though not to be recomended, as you get no good knockdown and it costs 100MagicCircuit.... but it does look cool!
* depends on what character, on some timing a 5A is easier than timing the 2A.
The advantages in the Battou-loop is that you get alot of MagicCircuit and can get the good knockdown + a little extra damage. On the other hand it is a lot more challenging than landing the basic good knockdown-combo. But use it, it's cool.
Magical Attack: Kohabon XI really like this move so I tend to use it after this setup:
CornerBattouLoop into Good Knockdown.
22C Okizeme
1632143C
With the great Kohabon X in your hands you now have brokesuperarmor, throwinvincibility and BloodHeat. The court is yours for a few seconds, you should AT LEAST be able to get a throw, being invincible you need not fear. ATTACK ATTACK ATTACK!
Okay Combos and Oki is nice, how to I play her?to be done later